FMX is Europe’s most influential conference dedicated to Digital Visual Arts, Technologies, and Business. VFX specialists, Animation experts as well as Games and Transmedia talents come to FMX to present cutting edge achievements, state of the art tools and pipelines, fascinating real time technologies, spectacular immersive experiences, innovative business models and more. More recently they have been joined by VR, AR, and 360° creatives who have introduced a new dimension into movie making and, more general, into entertainment.
ADNTIIC 2017 will examine the design of the current and future interactive systems. The Conference focuses the user interface environment where latest breakthroughs in the formal and factual sciences converge.
IPCTIIC 2017 finds the intersection of the formal and factual sciences aimed at human-computer interaction, telecommunications, informatics and scientific information. The goal is to know the latest breakthroughs and the immediate trends, and also in the long term, of each one of the disciplines that make up the sets of the areas of knowledge we approach.
The 19th IEEE International Symposium on Multimedia (ISM2017) is an international forum for researchers to exchange information regarding advances in the state of the art and practice of multimedia computing, as well as to identify the emerging research topics and define the future of multimedia computing. The technical program of ISM2017 will consist of invited talks, paper presentations, and panel discussions. Submissions are solicited for full papers, short papers, industry papers, workshop papers, technical demos, and panels.
Among other things, RDINIDR 2017 will address the future of computer science, robotics, and the interfaces and users of future interactive systems and hardware.
Effects MTL17 is the 3rd edition of the conference and expo. Following the success of effects MTL16, the 2017 edition returns on September 6th and 7th at the Palais des Congrès de Montréal (QC, Canada). It includes two days of exciting expo, sessions, master classes, job fair, and networking opportunities.
The ACM Symposium on Virtual Reality Software and Technology (VRST) is an international forum for the exchange of experience and knowledge among researchers and developers concerned with VR/AR software and technology.
The ACM Symposium on User Interface Software and Technology (UIST) is the premier forum for innovations in Human-Computer Interfaces. Sponsored by ACM Special Interest Groups on Computer-Human Interaction (SIGCHI) and Computer Graphics (SIGGRAPH), UIST brings together people from diverse areas including graphical & web user interfaces, tangible & ubiquitous computing, virtual & augmented reality, multimedia, new input & output devices, and CSCW. The intimate size and intensive program make UIST an ideal opportunity to exchange research results and ideas.
Web3D Conferences have been an annual event since 1995.
In the early years they were called VRML Symposium, then Web3D Symposium and now Web3D Conference.
It’s a conference on 3D Web Technology addressing an extensive range of research, development, and practice related to Web-based 3D Graphic. It unites researchers, developers, entrepreneurs, experimenters, artists and content creators in a dynamic learning environment. Attendees share and explore methods of using, enhancing and creating new 3D Web and Multimedia technologies.
The tenth anniversary of the ACM Symposium on Eye Tracking Research & Applications (ETRA 2018) will be held for the first time in Europe! This edition of ETRA will introduce several innovations such as co-located workshops, invited sessions, and a special journal issue based on selected invited papers.
The International Conference on Computer Graphics Theory and Applications aims at becoming a major point of contact between researchers, engineers, and practitioners in Computer Graphics. The conference will be structured along five main tracks, covering different aspects related to Computer Graphics, from Modelling to Rendering, including Animation, Interactive Environments and Social Agents In Computer Graphics.
SIGGRAPH is the world’s largest, most influential annual conference and exhibition in computer graphics and interactive techniques. Five days of research results, demos, educational sessions, art, screenings, and hands-on interactivity, and three days of commercial exhibits displaying the industry's latest advances.
Whether or not you'll be joining us at SIGGRAPH 2017, you can access much of the conference content online. It has been made publicly available by ACM SIGGRAPH as a service to the computer graphics community.
In search of a list of after-hours events at SIGGRAPH 2017? Maybe we can help.
The ACM SIGGRAPH Education Committee is seeking submissions to the 6th Annual Faculty Submitted Student Work Exhibit. Images and video will be displayed at the Education Committee Booth SIGGRAPH 2017 in Los Angeles, California, and assignments archived on the Education Committee website. The double curated exhibit is open to all faculty working at Secondary/High School through University levels.
The new technologies offer us a series of instruments to develop the potential of human beings with the goal of increasing the quality of life of millions of users of interactive systems in our global village. The relation of the triad computer science, quality design and communicability has proven very productive in the new millennium.
For more than four decades, SIGGRAPH conferences have been at the center of innovation in computer graphics and interactive techniques. Immerse yourself in a new generation of technology, trends and techniques at SIGGRAPH 2018, which will take place in Vancouver, Canada.
The Shape Modeling International (SMI-2017) Symposium will be co-located with Symposium on Solid and Physical Modeling (SPM2017) as part of the International Convention on Shape, Solid, Structure, & Physical Modeling (S3PM-2017) in Berkeley, California.
Cyberworlds are information spaces and communities that use computer technologies to augment the way we interact, participate in business and receive information throughout the world. Cyberworlds have ever-growing impact on our lives and the evolution of the world economy. Examples include social networking services, 3D shared virtual communities and massively multiplayer online role-playing games.